Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository

 
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Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository
Cardiovascular             Cr it ic a l Ca r e
Es c a p e Room : An In n ov a t iv e a n d
En g a g in g Ed u c a t ion a l Con c e p t for
            Nu r s in g St u d e n t s
Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository
Briyana Morrell, PhD(c), MSN, RN, CCRN       -K
Un iv e r s it y of In d ia n a p olis
m or r e llb@u in d y .e d u

He id i Eu ke l, Ph a r m D, RPh
Nor t h Da kot a St a t e Un iv e r s it y
h e id i.e u ke l@n d s u .e d u
Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository
Disclosures
    ◇   No conflicts of interest.
    ◇   Self-funded study; no sponsorship

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Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository
Objectives
    ◇   Describe how the escape room gaming
        technique can be applied in nursing
        education
    ◇   Describe the impact of a cardiovascular
        nursing education escape room on
        students’ knowledge and perceptions
    ◇   Describe best practices for escape room
        learning design
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Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository
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Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository
Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository
Why Gaming?
    “…effective not because they are games, but
    because of the cognitive and psychological
    processes involved .”1
          ■   Eng a g em ent
          ■   Im m ers ion effect
          ■   Im m ed ia te feed b a ck
          ■   “Fun” fa ilure
          ■   Situa tion-b a s ed 2

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Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository
Educational
    Ga m e s
    ◇   Definition of gaming
    ◇   Benefits of gaming:
        ■ Alig nm ent w ith lea rning ob jectives
        ■ Em b ed d ed a s s es s m ents
        ■ Enha nce exis ting know led g e
        ■ Guid e s tud ents ’ s tud ying 3
        ■ Ma y a lig n w ith g enera tion Z lea rning s tyles 4

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Cardiovascular Cr itical Car e - Es cape Room : An In n ovative an d En gagin g Edu cation al Con cept for - Sigma Repository
Educational
    Es c a p e Room s
    ◇   Live action, serious gaming
    ◇   Use content knowledge
    ◇   Complete tasks/puzzles
    ◇   To escape a room or solve a final
        puzzle 3, 5

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Video
     Tr a ile r

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Cardiovascular
     Nu r s in g
     Es c a p e Room
     ◇   9 sequential tasks
     ◇   Variety of cardiovascular and critical -
         care nursing topics
     ◇   Used locks, blacklights, calculations,
         and items around the room 4

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Design Facts
     ◇   31 students in groups of 3 -5
     ◇   1 faculty in room and 1 off -site
     ◇   Development time: ~20 hours
     ◇   Cost: ~$150

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Debriefing
     ◇ Learning that occurred
     ◇ Challenging tasks and problem -solving
        techniques
     ◇ Communication techniques and challenges
     ◇ Help seeking —of team members and
        facilitators
     ◇ Application to future professional practice   6

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Quantitative
     Re s u lt s
     ◇   Knowledge
          ■ Pre a nd pos t know le dg e
             a s s e s s m ent
     ◇   Pe rce ption
          ■ Anonym ous pos t-a ctivity
             pe rce ption s urve y 4 , 7

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Knowledge
     As s e s s m e n t
     Re s u lt s (n =29)
     ◇ Students’ mean score for the post -knowledge
        assessment (61%) was statistically
        significantly higher than pre -knowledge
        assessment (58%), t (2 8 ) = ‐2 .5 , p
Escape Room
            Pe r c e p t ion Sc a le
            (n =29)
                                                             Mean   SD
     The escape room encouraged me to think about material   4.14   1.22
     in a new way.

     I would recommend this activity to other students.      4.28   1.31
                                                                         4
     I learned from my peers during the cardiovascular       4.28 1.25
     escape room.

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Qualitative
     Re s u lt s
     ◇ The research team identified four overarching
        themes in the data:
             1. Learner characteristics
             2. Game characteristics
             3. Learning outcomes
             4. Implications for future professional
             practice 4

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Game              I thought it was pretty enjoyable. […] it was kind of cool
         Characteristics   because it applied nursing knowledge so then it was,
                           you know, more critical thinking.
         Learner           I'm a very hands -on learner […]it was a great balance
         Characteristics   for me because I learned from doing stuff like that and

     “
                           solving stuff like that.
         Learning          ...it kind of helped, I think, to guide the study and to get
         Outcomes          that information already starting to go through your
                           head. Like how to critically think through.
         Implications      It just reinforced that it is okay to ask for help, too,
         for Future        when you don't understand things. [...] that's really
         Professional      important to take away for real life, too. 3
         Practice

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Design Principles
     1.   Design for learning
     2.   Ensure proper group size
     3.   Debrief to ensure learning
     4.   Use established gamification principles
     5.   Consider time investment
     6.   Plan for potential cost
     7.   Allow adequate preparation time   3

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Best Practices
     ◇ Test, Test, Test
     ◇ Objectives and cognitive level
     ◇ Storyline
     ◇ Tasks and bridges to next activity
     ◇ Adequate time for prebrief, activity, debrief

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Design Template
     ◇ Link to design template
     ◇ Scan the QR code with your phone
        ■ Op en ”Ca m era ” on new er p hones
        ■ Us e QR cod e rea d er a p p

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Article on Escape
     Room
     ◇ Morrell, B. L. M., & Eukel, H. N. (2020). Escape
        the generational gap: A cardiovascular
        escape room for nursing education. Journal of
        Nursing Education, 59 (2 ), 1 1 1 -1 1 5 . d oi:
        1 0 .3 9 2 8 /0 1 4 8 4 8 3 4 -2 0 2 0 0 1 2 2 -1 1
          ■   Include s de ta ils of e s ca pe room ta s ks

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Questions &
     An s w e r s

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Briyana Morrell, MSN, RN, CCRN               -K
Un iv e r s it y of In d ia n a p olis
m or r e llb@u in d y .e d u

He id i Eu ke l, Ph a r m D, RPh
Nor t h Da kot a St a t e Un iv e r s it y
h e id i.e u ke l@n d s u .e d u
References
     1. Van Eck, R. (2006). Digital game -based learning: It’s not just the digital
        natives who are restless. EDUCAUSE, 41(2), 16-30.
     2. Ca in, J., & Pia s cik P. (2015). Are s e rious g a m e s a g ood s tra te g y for
        pha rm a cy e duca tion? American Journal of Pharmaceutical Education,
        79 (4): doi: 10.5888/1jpe .79447
     3. Morre ll, B. L. M., & Ba ll, H. (2019) Ca n you e s ca pe nurs ing s chool?:
        Educa tiona l e s ca pe room in nurs ing e duca tion. Nursing Education
        Perspectives . doi: 10.1097/01/NEP.0000000000000441
     4. Morre ll, B. L. M., & Euke l, H. N. (2020). Es ca pe the g e ne ra tiona l g a p: A
        ca rdiova s cula r e s ca pe room for nurs ing e duca tion. Journal of Nursing
        Education, 59 (2), 111-115. doi: 10.3928/01484834-20200122-11
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References
     5.   Nicholson, S. (2015). Peeking behind the locked door: A survey of
          escape room facilities. Retrieved from
          http://scottnicholson.com/pubs/erfacwhite.pdf
     6.   University of Minnesota Academic Health Center Office of Education.
          (2018). Advanced escape room facilitator guidebook
     7.   Eukel, H., Frenzel, J., & Cernusca, D. (2017) Educational gaming for
          pharmacy students – Design and evaluation of a diabetes -themed
          escape room . American Journal of Pharmaceutical Education, 81 (7), 1-
          5. doi: 10.5688/a jpe 8176265
     Im a g e re fe re nce s a va ila ble upon re que s t

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